2D Map Design
Souls-like Level Design Study — Nonu
Created as a level-design test for Nonu, not development work on the released game.
Design Brief
This level-design exercise was created for a 2D Souls-like project with explicit traversal, combat, checkpoint, shortcut, and progression constraints. The goal was to design vertically connected levels with branching and reconverging routes, optional exploration, and readable main progression.
Movement Constraints
- Grid unit
- 1 unit = 32 × 32 px
- Player height
- 7 units
- Clean jump
- 8 units
- Climb jump
- 12 units
- Maximum horizontal jump
- 14 units
- Horizontal displacement near apex
- Maximum 9 units
- Fall damage
- Begins after approximately one full-screen fall distance
- Camera
- 1920 × 1080
Combat spaces require wider, stable horizontal areas, while traversal sections can use tighter vertical movement and platforming.
Core Pacing Logic
- 01Traversal
- 02Combat
- 03Exploration
- 04Checkpoint / Shortcut
- 05Next Loop
I used the brief’s recurring rhythm of traversal, combat, exploration, and periodic checkpoints as a pacing framework for both levels.
Level 01 — Monk Area
The initial Monk layout established the biome, major traversal beats, and main progression path. The final version expanded it into a longer, more interconnected level with greater room for branching, vertical movement, combat pacing, and shortcuts.
- Shorter overall route
- Core traversal structure established
- Biome ideas and major spaces defined
- Longer overall route
- More interconnected progression
- More opportunities for branching
- More vertical traversal
- More room for combat pacing and shortcuts
FINAL VERSION / V2
Traversal Metrics — Monk
Platform heights and gaps were checked against the provided movement metrics rather than placed purely by eye. This initial-version study documents intended jump distances and vertical traversal relationships during development.
Level 02 — Crystal Zone
The Crystal Zone underwent a larger structural expansion. The first pass established the main route and biome-specific ideas; the final version increased route depth and connectivity while preserving a readable primary progression path.
- Shorter route structure
- Main progression established
- Biome mechanics and major traversal beats introduced
- Expanded route length
- Increased connectivity
- More opportunities for optional paths
- Stronger vertical layering
- More room for combat and shortcut structure
FINAL VERSION / V2
Traversal Metrics — Crystal Zone
As the Crystal Zone expanded, traversal spacing was re-evaluated against the same movement constraints. These height maps document platform relationships, jump ranges, and route accessibility across the initial and final versions.
Routes, Branching & Shortcuts
The maps were designed around a readable critical path with branching routes that reconverge into progression. Wider horizontal spaces support combat-heavy moments; tighter passages and vertical sections support traversal challenges and optional exploration. Shortcuts and sparse checkpoints were considered as ways to reconnect distant areas and shape repeated loops.